Killer Sudoku For Kids 8x8 - Easy to Hard - Volume 2 - 141 Puzzles


Book Description

When you buy this book you get an electronic version (PDF file) of the interior of this book. Killer Sudoku is a fun and addicting logic puzzle game that combines Sudoku with an addition math game. Killer Sudoku is a fun way for kids to practice addition facts. Killer Sudoku teaches your child logical thinking and deductive reasoning skills, even at a young age. Killer Sudoku improves critical thinking and making quick decisions based upon available evidence. Killer Sudoku is a brain game that helps to train the brain of your child. In addition, Killer Sudoku demands attention to detail - noticing patterns, spotting opportunities, and finding the right moment to make a move. Killer Sudoku is not only fun and interesting – it might just help prepare your kids for better success in school and in life. Killer Sudoku For Kids 8x8 - Easy to Hard is a collection of 141 puzzles: 36 easy Killer Sudoku 8x8 puzzles 36 medium Killer Sudoku 8x8 puzzles 36 hard Killer Sudoku 8x8 puzzles 12 easy Killer Sudoku 9x9 puzzles 21 extra logic puzzles The goal of Killer Sudoku is to fill in the empty cells, one number in each, so that each column, row, and region contains each number exactly once. The sum of all numbers in a cage (indicated by the dashed lines) must match the small number printed in its corner. No number can be repeated within a cage. I guarantee that every logic puzzle in this Killer Sudoku book has been carefully checked to ensure that each puzzle has only 1 solution. Killer Sudoku is also known as Sums Sudoku, Sumdoku, Sum Doku, Addoku, Killer Su Doku, Samunamupure, Kikagaku Nampure, Samu Nanpure, Sums Number Place.




Learning to Play


Book Description

In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works. In particular he shows why two-person games of tactics and strategy fascinate scientists, programmers, and game enthusiasts and unite them in a common goal: to create artificial intelligence (AI). After an introduction to the core concepts, environment, and communities of intelligence and games, the book is organized into chapters on reinforcement learning, heuristic planning, adaptive sampling, function approximation, and self-play. The author takes a hands-on approach throughout, with Python code examples and exercises that help the reader understand how AI learns to play. He also supports the main text with detailed pointers to online machine learning frameworks, technical details for AlphaGo, notes on how to play and program Go and chess, and a comprehensive bibliography. The content is class-tested and suitable for advanced undergraduate and graduate courses on artificial intelligence and games. It's also appropriate for self-study by professionals engaged with applications of machine learning and with games development. Finally it's valuable for any reader engaged with the philosophical implications of artificial and general intelligence, games represent a modern Turing test of the power and limitations of AI.




Seven More Languages in Seven Weeks


Book Description

Great programmers aren't born--they're made. The industry is moving from object-oriented languages to functional languages, and you need to commit to radical improvement. New programming languages arm you with the tools and idioms you need to refine your craft. While other language primers take you through basic installation and "Hello, World," we aim higher. Each language in Seven More Languages in Seven Weeks will take you on a step-by-step journey through the most important paradigms of our time. You'll learn seven exciting languages: Lua, Factor, Elixir, Elm, Julia, MiniKanren, and Idris. Learn from the award-winning programming series that inspired the Elixir language. Hear how other programmers across broadly different communities solve problems important enough to compel language development. Expand your perspective, and learn to solve multicore and distribution problems. In each language, you'll solve a non-trivial problem, using the techniques that make that language special. Write a fully functional game in Elm, without a single callback, that compiles to JavaScript so you can deploy it in any browser. Write a logic program in Clojure using a programming model, MiniKanren, that is as powerful as Prolog but much better at interacting with the outside world. Build a distributed program in Elixir with Lisp-style macros, rich Ruby-like syntax, and the richness of the Erlang virtual machine. Build your own object layer in Lua, a statistical program in Julia, a proof in code with Idris, and a quiz game in Factor. When you're done, you'll have written programs in five different programming paradigms that were written on three different continents. You'll have explored four languages on the leading edge, invented in the past five years, and three more radically different languages, each with something significant to teach you.




Constraint Solving and Planning with Picat


Book Description

This book introduces a new logic-based multi-paradigm programming language that integrates logic programming, functional programming, dynamic programming with tabling, and scripting, for use in solving combinatorial search problems, including CP, SAT, and MIP (mixed integer programming) based solver modules, and a module for planning that is implemented using tabling. The book is useful for undergraduate and graduate students, researchers, and practitioners.




Homestuck, Book 1


Book Description

A full-color, hardcover collector’s edition of the landmark webcomic. Years in the past, but not many, a webcomic launched that would captivate legions of devoted fans around the world and take them on a mind-bending, genre-defying epic journey that would forever change the way they look at stairs. And buckets. And possibly horses. Now this sprawling saga has been immortalized on dead trees with notes from author Andrew Hussie explaining what the hell he was thinking as he brought this monster to life. A must-have for Homestuck fans who want to re-experience the saga or for new readers looking for a gateway to enter this rich universe. A young man stands in his bedroom. It just so happens that he’s about to embark on an adventure involving birthday cakes, magic chests, hammers, arms (detachable and otherwise), harlequins, imps, eccentric architecture, movable home furnishings, bunnies, and a video game that will destroy the world.




Cracking Creativity


Book Description

From the bestselling author of Thinkertoys, this follow up brings innovative creative thinking techniques within reach, giving you the tools to tackle everyday challenges in new ways. Internationally renowned business creativity expert, Michael Michalko will show you how creative people think—and how to put their secrets to work for you in business and in your personal life. You don't have to be a genius to solve problems like one. Michalko researched and analyzed hundreds of history's greatest thinkers across disciplines—from Leonardo da Vinci to Pablo Picasso—to bring the best of their techniques together and to teach you how to apply them in your own life. Cracking Creativity is filled with exercises and anecdotes that will soon have you looking at problems and seeing many different solutions.




Tyler Makes Pancakes!


Book Description

Tyler wakes up eager to make pancakes for his family, but first he and his dog go to the market, where Mr. Jones tells them about the ingredients and where they come from. Includes a recipe for blueberry pancakes and facts about some of the foods mentioned.




The Art of Prolog, second edition


Book Description

This new edition of The Art of Prolog contains a number of important changes. Most background sections at the end of each chapter have been updated to take account of important recent research results, the references have been greatly expanded, and more advanced exercises have been added which have been used successfully in teaching the course. Part II, The Prolog Language, has been modified to be compatible with the new Prolog standard, and the chapter on program development has been significantly altered: the predicates defined have been moved to more appropriate chapters, the section on efficiency has been moved to the considerably expanded chapter on cuts and negation, and a new section has been added on stepwise enhancement—a systematic way of constructing Prolog programs developed by Leon Sterling. All but one of the chapters in Part III, Advanced Prolog Programming Techniques, have been substantially changed, with some major rearrangements. A new chapter on interpreters describes a rule language and interpreter for expert systems, which better illustrates how Prolog should be used to construct expert systems. The chapter on program transformation is completely new and the chapter on logic grammars adds new material for recognizing simple languages, showing how grammars apply to more computer science examples.




At the Abyss


Book Description

“The Cold War . . . was a fight to the death,” notes Thomas C. Reed, “fought with bayonets, napalm, and high-tech weaponry of every sort—save one. It was not fought with nuclear weapons.” With global powers now engaged in cataclysmic encounters, there is no more important time for this essential, epic account of the past half century, the tense years when the world trembled At the Abyss. Written by an author who rose from military officer to administration insider, this is a vivid, unvarnished view of America’s fight against Communism, from the end of WWII to the closing of the Strategic Air Command, a work as full of human interest as history, rich characters as bloody conflict. Among the unforgettable figures who devised weaponry, dictated policy, or deviously spied and subverted: Whittaker Chambers—the translator whose book, Witness, started the hunt for bigger game: Communists in our government; Lavrenti Beria—the head of the Soviet nuclear weapons program who apparently killed Joseph Stalin; Col. Ed Hall—the leader of America’s advanced missile system, whose own brother was a Soviet spy; Adm. James Stockwell—the prisoner of war and eventual vice presidential candidate who kept his terrible secret from the Vietnamese for eight long years; Nancy Reagan—the “Queen of Hearts,” who was both loving wife and instigator of palace intrigue in her husband’s White House. From Eisenhower’s decision to beat the Russians at their own game, to the “Missile Gap” of the Kennedy Era, to Reagan’s vow to “lean on the Soviets until they go broke”—all the pivotal events of the period are portrayed in new and stunning detail with information only someone on the front lines and in backrooms could know. Yet At the Abyss is more than a riveting and comprehensive recounting. It is a cautionary tale for our time, a revelation of how, “those years . . . came to be known as the Cold War, not World War III.”




Homestuck, Book 6


Book Description

A full-color, hardcover collector’s edition of the landmark webcomic. Years in the past, but not many, a webcomic launched that would captivate legions of devoted fans around the world and take them on a mind-bending, genre-defying epic journey that would forever change the way they look at stairs. And buckets. And possibly horses. Now this sprawling saga has been immortalized on dead trees with notes from author Andrew Hussie explaining what the hell he was thinking as he brought this monster to life. A must-have for Homestuck fans who want to re-experience the saga or for new readers looking for a gateway to enter this rich universe. As the game sessions tick down into their final hours, the players spin up into frenzied action. Their rivalries and ridiculously elaborate competing plans entail 2pooky paranormal phenomena, random teleportation murders, grimdarkness, crazy suicide missions, silly conversations, password nonsense, lipstick chainsaw retribution, wrecking some havoc, and being santa.